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High as a Kyte

  • Last updated Aug 28, 2019 (Saviors of Uldum)
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Wild

  • 14 Minions
  • 16 Spells
  • Deck Type: Ranked Deck
  • Deck Archetype: Highlander Druid
  • Crafting Cost: 10080
  • Dust Needed: Loading Collection
  • Created: 8/19/2019 (Saviors of Uldum)
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  • Keigz
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    • 7
    • 18
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  • Total Deck Rating

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Image result for hearthstone elise

This deck is a Highlander Questing deck that builds really cool synergy between the two styles. By allowing you to play unique choose one cards while also providing opportunities for cool Highlander combos, this deck provides a unique and powerful way to play Druid. As long as Elise the Enlightened is on your side you have nothing to worry about.

Mulligan

The deck relies mostly on your completion of the quest while also building your hand to maximize on some powerful board combos. Starting with the right hand helps to give you the upper edge after quest completion. Some good starting card options are:

  • Untapped Potential. I would hope that this seems obvious.
  • Crystal Power. This is one of your weaker choose one cards, mainly only usable as a healing card post-quest, but it can be a useful pre-quest card for clearing smaller minions or sustaining health until late game.
  • Worthy Expedition. This card is like a micro Zephrys the Great. It often provides you with the perfect choose one option to complement your board or hand. Choose wisely.
  • Crystal Merchant. This card pairs well with your quest and helps to promote draw. This card can really help fill your hand with the cards you'll need later.
  • Bewitched Guardian. While this may seem like a strange option this card is often very useful on turn 5. By this point your hand is probably pretty filled and having a thick taunt on the board helps to set up for turn six combos.
  • Elise the Enlightened. This card is probably your holy grail in this deck. It can provide so many different options, depending on your hand, that it's potential is limitless. Lucky for you, you'll be tapping into it with this deck. I like to hold onto it early simply because of the value it adds to your hand.

Now some of you may be wondering why I wouldn't start with Zephrys the Great in my hand? While this card is the most magical card in the game I find myself not needing it until late game and I rarely ever go a game without drawing him. Maybe my prayers to RNGesus have been answered.

A Darn Good Strategy

Patience is the name of the game with this deck. Taking your time to allow your sweet quest to simmer while also maintaining your health is your goal for most of the early turns. Starting second is an advantage with this deck because throwing out your Coin for unused mana on turn one gets the tempo rolling in your favor. I would even recommend using Innervate if you have it. The faster you complete the quest the better. Playing cards like Crystal Merchant and Worthy Expedition in the early rounds helps you to set up for late game while also maintaining your quest. Once your quest is finished the game becomes focused on creating big minions and lots of them. It's almost like you're a mega token druid, but also not really. Focus on keeping the board cleared. Using Druid of the Scythe, Druid of the Claw, and Oasis Surger to push enemy minions off the board helps you to maintain control. End the game with buffs from Savage Roar or Blessing of the Ancients. They're the Bloodlust to your Murloc Raider. Look for opportunities to increase board presence using cards like Mark of the Loa or Gloop Sprayer. These can both help to put more minions on the board and force your enemy to focus their efforts. You can always fall back on your Elise/Zeph combo as well. Overall this is a fun deck to play and it gives you plenty of options for success.

The Combos are Strong With This One

Your main combo of mass destruction is a hand containing Zephrys the Great, Elise the Enlightened, and Flobbidinous Floop. You can easily end up with a hand of four Zephrys the Great and just ride the sweet wave of victory. I can't tell you how beautifully easy this is to create. I also like to combo Faceless Rager with a high hp card. Putting him out with a beefy Bewitched Guardian or a duplicating Oasis Surger can really amp up your board presence. Oasis Surger paired with Neferset Ritualist can also really help to clear enemy minions while retaining board control.

Possible Upgrades

Trade out your Gloop Sprayer for Cenarius. He is a big help if you pull him off Worthy Expedition or Crystalsong Portal. He can provide you with the last push you need late game. You can also replace Bewitched Guardian with Ancient of War. I'll probably end up doing this soon. Even though his mana cost is higher he provides a lot more board presence and can be combined with Faceless Rager or Flobbidinous Floop for some really big low cost minions.

Watch Out

The downfall of this deck is it's pace. It takes a long time to get your quest done and that can leave you vulnerable to faster decks. Most Aggro decks will pose a problem. While Starfall is nice, it often isn't usable until it's too late. Often Zeph can pull you out of a tight spot, but he's only as good as his availability in your hand. This is not to say Aggro decks aren't beatable with this deck. If you play smart and maintain health you can survive long enough to flip board control. At the end of the day, this deck is in it's purest form as a control deck.

Come across a bomb warrior? Concede while you still have your dignity.

 

Enjoy the deck!